Wildermyth

Wildermyth

Higher Level Max (Deprecated)
24 Comments
DeviantEntity  [author] 23 Feb, 2023 @ 4:21pm 
I forgot to add: I did not encounter Riviera's bug in the updated version of the mod, which I should be able to update normally if anyone finds anything that doesn't work right.
DeviantEntity  [author] 19 Feb, 2023 @ 10:32pm 
I didn't take the time to find the bug in this version of the mod, since I can't update this mod anyways. I lost a lot of hard drive data (no backups either, unfortunately) over a year ago, and the Steam cloud didn't save that I owned this mod, so according to Wildermyth I didn't even have this mod in my local files and thus no update rights....

HOWEVER, I have good news! I have reuploaded this mod with some improvements to the way it works! The newer version doesn't overwrite the entire class files, and lacks at least some of the useless files. Link to the most current version is at the top of the description, although at the time I'm writing this Steam is still reviewing the content to make sure I did nothing icky.
GRiviera 25 Dec, 2022 @ 9:44pm 
Found a bug: this mod makes Zealous Leap disappear from the UI for Warriors. You can still pick it when leveling up and if you scroll your character, it says that you have it, but you cannot use it during battle as there is no button for it.
DeviantEntity  [author] 6 Jul, 2022 @ 11:41am 
That, and the required XP required for further levels in those classes was just so ludicrously high (if using the same scaling) that it was almost impossible to get them in the first place. While testing, I did try to earn enough XP for a mystic to reach 12th level once in a standard campaign, and it didn't happen. I suppose it might be possible if you use a mystic to solo every fight on Walking Lunch. If you feel like trying to get a mystic to have enough XP to essentially be what 12th-level is for this mod, you'll need to get that mystic to have 495 XP beyond 10th-level. A hunter would need an additional 238 XP to do the same.
Naravolian 6 Jul, 2022 @ 6:34am 
Love the mod! But out of curiosity, what's the purpose of the difference in level caps between each class? Is it just for balancing purposes, because Mystics and Hunters can become broken if it was given the same cap as Warrior?
DeviantEntity  [author] 20 May, 2022 @ 3:22am 
I'm perfectly fine with it! They're really nice names. The more people that can witness such glorious writings, the better! :D
Nyans 19 May, 2022 @ 9:47pm 
@IntellectMaster Hey there, I just made a level cap mod (used yours as an idea). I borrowed some of your promotion names if that is cool. If not, let me know and I'll edit them ASAP.

Overall, the new mod currently increases the cap from 7 to 14, and it currently only uses vanilla stat gains on promotion instead of your values. I'm going to throw you into the description of the mod(s) as mod inspiration (and names) if that's cool. Let me know, and have a good life! :)
DeviantEntity  [author] 5 Jan, 2022 @ 5:41pm 
Oh, whoops. Reeeeaaally old stuff I was experimenting with at the time and simply forgot to remove from the mod's files. Neither affect the mod's performance in any way, and are completely deprecated. The elf stuff is from when I wanted to try and figure out how to add fantasy races, but had no idea how to get it working at the time. divineExperience.json is not something I remember the purpose of, so Bioness could be right or wrong and I don't know which.

I am not an active modder or player of Wildermyth anymore and I am not updating my mods. Honestly, if someone wants to put up a newer version of this mod that's been patched to be more compatible with other mods, I hereby give full permission to them to do exactly that. Just let me know so I can then take this mod down, and please note somewhere that the original mod idea came from me. :)
Bioness 4 Jan, 2022 @ 3:41pm 
@sourcoffee

Not the author, but I just deleted that file along with the elf stuff, it seems like an event that would increase your level beyond what is above.
sourcoffee 4 Jan, 2022 @ 12:19am 
Quick question. I am trying to modify your mod and I think I understand most of what is going on.
My question is the file "maximumLevelRaise_divineExperience.json" in the "assets/data/effects" folder. What is the purpose of that file?
Bioness 3 Jan, 2022 @ 5:14pm 
The reason this conflicts with Smoker's weapons mod is that both edit the dynamic.properties file as well as the mystic, hunter, and warrior aspect files.
DeviantEntity  [author] 31 Dec, 2021 @ 7:54pm 
Yes. You would need to edit the code itself, but reducing the levels a character can earn is easy enough. You just need to edit the "classLevels.json" file and delete however many levels you want, starting from the bottom lines for each class. Or turn those lines of code into what the file recognizes as comments instead of actual codes. Those are the lines that tell the game when a character gains a level: the actual level data only matters when the character gains that level. Everything should simply be able to exist without causing problems. You can also change the amount of XP required for each level if you wish while you're there.
TanjBear 31 Dec, 2021 @ 5:49pm 
is their a way we can set the level limit?
DeviantEntity  [author] 20 Jul, 2021 @ 9:41pm 
@Jaysburn No idea what's going on with that. It may be an issue caused by combining mods, possibly due to things I did wrong when I made this mod. I am incapable of reproducing the effect you describe, so I don't know where the problem lies, if there even is a problem at the core of the mod.

@Palten That seems strange... nothing here should be interfering with stuff from other mods, but I'm now aware of some problems caused by my inexperienced past self that could be doing just that. I used some of smoker's mods once a long time ago, decided I wasn't a fan, and have never used them again, so I don't know the mod very well and have no intention of checking it out. It seems weird that either mod would have a strange interaction with stuff from that mod in particular. Anyways, I have no idea why they make the game think bows are greatspears. :shrug: There shouldn't even be the possibility of overlap!
DeviantEntity  [author] 20 Jul, 2021 @ 9:41pm 
@Captainoffail When I posted this mod, I was new to modding games, so the incompatibilities with other mods comes from the entire class files having been copy-pasted, then edited. I've fixed that issue on my end, but I cannot seem to find a way to update the mod right now. The last time I messed with Wildermyth modding, there was an in-game page that listed all of my self-made mods that isn't there anymore. Although, the last time I tried to update a mod, my computer blue-screened and the files got corrupted, so I'm a little leery of trying again, even if I could figure out how. :(

My apologies for the late-ish responses.
Captainoffail 17 Jul, 2021 @ 7:26am 
Why is the mod replacing abilities with copies of itself? This shouldn't be happening and it only causes issues with icons and compatibility. Redundant ability entries need to be removed.
Palten 17 Jul, 2021 @ 4:38am 
also your Unlimited Themes Mod does the same
Palten 17 Jul, 2021 @ 4:31am 
ok. so for whatever reason this mod overwrites the weapon categories in the Expanded Items: Weapons mod (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2061832636)

some of the bows that should have the category Special get the category Greatspear for example. don't know if this is intended behavior but I think that is how they were sorted in earlier versions of the Expanded Items: Weapons mod. maybe you took over some old code or something?
Jaysburn 25 Jun, 2021 @ 10:54am 
After installing this mod, all of the symbols/icons corresponding to abilities upon level up just appear as the + that is normally only on abilities such as Aid and whatnot, and the symbols next to skills in the character sheets disappear.
DeviantEntity  [author] 22 Jun, 2021 @ 4:26pm 
Nothing weird visually, nothing weird with the legacy. Everything is as it should be, so let this assuage any worries anyone may have about ruined legacy characters. They'll merely be shown as having more abilities earned from their last save that they normally would in the base game (if you got them to one of these higher levels).
DeviantEntity  [author] 21 Jun, 2021 @ 9:59pm 
Not as far as I have experienced, nd not that anyone has mentioned! (Which kind of surprised me when I first made this mod, but that just meant less time was needed fixing things that invariably broke.) They just have an extra number of skills to choose from when brought into a new campaign. The highest legacy tier is Mythwalker, which is below the maximum level of the base game anyways. When brought into new campaigns, they'll be reset as normal. Although, there have been several visual changes to the level-up screens, so I need to re-examine this mod closely to see if any updates have screwed with it in a displeasing way. (Also, since it has been a while since I've tested this mod, I could be spouting nonsense. I'll say more in a day or two after I've checked everything out and made sure it's all OK.)
BurritoBob 21 Jun, 2021 @ 7:16pm 
Does this kind of screw up legacy characters if you try to hire them from the legacy pool?
My characters are all overleveled but don't have skills.
DeviantEntity  [author] 21 Jun, 2021 @ 2:08pm 
It's because of the total XP each class gets. While the warrior requires the least XP to attain each individual level, it also stops earning XP once it reaches that final level, turning it into an XP drain. In the base game, this means that any warriors at max level you bring into battle are eating away the XP that your other characters would have earned without him, and for no benefit. The additional levels beyond the other classes brings the total XP the warrior can earn to almost equal to the other classes. There are game balance reasons for still letting the warrior level faster (for example, it can be difficult to naturally get a warrior to earn so much XP, even with retirement age increases) instead of making all classes level at the same rate.

Hope this answers your question! :D
Dezdanna 21 Jun, 2021 @ 1:13pm 
Wait, why do they have different level caps?